The Peering Eye

Baphen Zombie

Large Undead
Hit Dice: 10d12+3 (68 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armour Class: 17 (–1 size, -1 Dex, +6 natural), touch 8, flat-footed 13
Base Attack/Grapple: +5/+15
Attack: Gore +12 melee (1d8+10)
Full Attack: Gore +12 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
Saves: Fort +3, Ref +2, Will +5
Abilities: Str 24, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: Toughness
Environment: Any land and underground
Organization: Any
Challenge Rating: 3
Advancement: -
Level Adj: -

Crocodile Zombie

Medium Animal
Hit Dice: 3d12+3 (22 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 30 ft.
Armour Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +1/+6
Attack: Bite +6 melee (1d8+7) or tail slap +6 melee (1d12+7)
Full Attack: Bite +6 melee (1d8+7) or tail slap +6 melee (1d12+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Single Actions Only
Saves: Fort +1, Ref +1, Will +3
Abilities: Str 21, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: Toughness
Environment: Any
Organization: -
Challenge Rating: 1
Advancement: 4–5 HD (Medium)
Level Adjustment: —
Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach.

Orc Zombie

Medium Humanoid (Orc)
Hit Dice: 1d12+3 (9 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armour Class: 14 (-1 Dex, +3 studded leather armour +2 natural), touch 10, flat-footed 13
Base Attack/Grapple: +0/+4
Attack: Falchion +4 melee (2d4+6/18–20) or javelin -1 ranged (1d6+4) or slam +4 melee (1d6+4)
Full Attack: Falchion +4 melee (2d4+6/18–20) or javelin -1 ranged (1d6+4) or slam +4 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., Single Actions Only
Saves: Fort +3, Ref +0, Will –2
Abilities: Str 19, Dex 9, Con -, Int -, Wis 7, Cha 1
Skills: Listen +1, Spot +1
Feats: Toughness
Environment: Any
Organization: -
Challenge Rating: 1/2
Treasure: None
Alignment: Neutral
Level Adjustment: -

Voidmind DéDannan Ogre Zombie

Large Undead
Hit Dice: 8d12+3 (55 hp)
Initiative: -1
Speed: 40 ft. (8 squares; can't run)
Armour Class: 20 (-1 size, -1 Dex, +12 natural) touch 7, flat-footed 15
Base Attack/Grapple: +4/+17(21)
Attack: Greatclub +12 melee (2d8+13) or tentacle +12 melee (1d8+9) or slam +9 melee (1d8+13) or javelin +1 ranged (1d8+9)
Full Attack: Greatclub +12 melee (2d8+13) plus tentacle +12 melee (1d8+9) or slam +9 melee (1d8+13) or javelin +1 ranged (1d8+9)
Space/Reach: 10 ft./10 ft.(15'tentacle)
Special Attacks: -
Special Qualities: Damage reduction 5/slashing and magic, darkvision 60 ft., undead traits, Turn Resistance +4, Spell Resistance 18
Saves: Fort +4, Ref +1, Will +10
Abilities: Str 28, Dex 8, Con -, Int -, Wis 18, Cha 1
Skills: -
Feats: Toughness, Great Fortitude
Environment: Temperate hills
Organization: Any
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: -

Cone of Slime:
Once per day.
30' Cone of Acid
8d6 Damage, DC 16 Ref Save for half
Stun for 1d4+1 rounds and -2 Will penalty
DC 16 Fort Save Negates

Constrict:
Tentacle deals 1d8+13 bludgeoning damage
Opposed grapple +21

Mind Flayer Host:
Share awareness and psionic powers
Suggestion DC 15, Plane Shift

Yaardrigg the Skull Lord

YAARDRIGG (Skull lord)
Medium undead, lawful evil
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Armor Class 18 (plate armor)
Hit Points 63 (7d8 + 28)
Speed 25 ft.
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STR 18 (+4) DEX 12 (+1) CON 18 (+4) INT 20 (+5) WIS 18 (+4) CHA 22 (+6)
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Saving Throws Wisdom +8, Charisma +10
Skills Aracana +9, History +9, Insight +8, Perception +8, Intimidation +10, Deception +10
Damage Immunities poison, necrotic, disease
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 18
Languages Draconic, Undercommon, Elven, Celestial, Giant
Challenge 10 (5,900 XP)
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TRAITS

Turn immunity. The Skull Lord is resistant to the effects of turn undead
Death’s Chill. The skull lord radiates the power of death.  Anyone within 10 feet of the creature takes 10 cold damage per turn.

ACTIONS
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Multiattack. The Skull Lord makes three staff of death attacks. While it has skulls remaining it may use a skull ability instead of a staff of death attack. It can only use each skull ability once per round.
Staff of Death. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) bludgeoning damage, the target makes a DC 18 Constitution saving throw and takes 14 (4d6) necrotic damage on a failed save or half as much on a successful one.
Skull of Withering Flame. The skill lord launches a purple bolt of necrotic energy at a single target within 60 feet. The target creature must make a DC 18 Dexterity saving throw, taking 45 (10d8) necrotic damage on a failed save or half as much on a successful one
Skull of Bone Spurs. The skull lord fires 3 magic bone spurs at up to 3 targets. Bone Spur. Ranged Spell Attack: +8 to hit, reach 60 ft., one target. Hit: 14 (4d6) magical piercing damage.
Skull of Death’s Command. The Skull Lord can raise a destroyed skeleton of CR 4 or less or the skull lord can remove the effects of Turn undead on 2 creatures.

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REACTIONS
Skull Healing. When a skull Lord is reduced to 0 hit points, one of its skulls is destroyed and the creature loses the related power. If the creature has any skulls remaining it instantly heals to 63 hit points. When all three skulls are destroyed, the Skull Lord is destroyed as well.

A skull lord is almost always found with several lesser undead close by, especially skeleton and/or zombie minions. It avoids melee combat, preferring to use all three of its skulls in a given round.